Esempio n. 1
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 void Start()
 {
     isOver           = false;
     isFire           = false;
     rigidbody_player = GetComponent <Rigidbody2D>();
     cdBar            = FindObjectOfType <CoolDownBar>();
     hpBar            = FindObjectOfType <HealthBar>();
 }
Esempio n. 2
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        public void load(ContentManager content)
        {
            _missileManager = new missileManager(Game1.game.Content);

            _font = Game1.game.Content.Load <SpriteFont>("font");

            //set the score items
            _score             = 0;
            _percentMultiplier = 1.0f;
            _missileBases      = 3;
            _city           = 6;
            _missileManager = new missileManager(Game1.game.Content);


            //sets up the missile bases
            Texture2D HomeBase = Game1.game.Content.Load <Texture2D>("Homebase");

            _leftBase   = new Buildings(new Rectangle(30, 409, HomeBase.Width, HomeBase.Height), HomeBase, _missileManager);
            _middleBase = new Buildings(new Rectangle(385, 409, HomeBase.Width, HomeBase.Height), HomeBase, _missileManager);
            _rightBase  = new Buildings(new Rectangle(725, 407, HomeBase.Width, HomeBase.Height), HomeBase, _missileManager);

            //sets up the selection of buildings
            Texture2D buildings = Game1.game.Content.Load <Texture2D>("building");

            _buildings[0] = new Buildings(new Rectangle(120, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager);
            _buildings[1] = new Buildings(new Rectangle(200, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager);
            _buildings[2] = new Buildings(new Rectangle(280, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager);

            _buildings[3] = new Buildings(new Rectangle(470, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager);
            _buildings[4] = new Buildings(new Rectangle(550, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager);
            _buildings[5] = new Buildings(new Rectangle(630, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager);

            _line = new Lines(Game1.game.Content);

            //cool down bar
            _leftBaseCoolDown   = new CoolDownBar(Game1.game.Content, new Vector2(_leftBase.GetRectangle.Left - 20, _leftBase.GetRectangle.Top - 20));
            _middleBaseCoolDown = new CoolDownBar(Game1.game.Content, new Vector2(_middleBase.GetRectangle.Left - 20, _middleBase.GetRectangle.Top - 20));
            _rightBaseCoolDown  = new CoolDownBar(Game1.game.Content, new Vector2(_rightBase.GetRectangle.Left - 20, _rightBase.GetRectangle.Top - 20));


            _missileAi = new MissileSpawningAI(_missileManager);

            //set the score items
            _score             = 0;
            _percentMultiplier = 1.0f;
            _missileBases      = 3;
            _city = 6;
        }
Esempio n. 3
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    public void AddCoolDownBar(string tag, int strength)
    {
        if (tag != "")
        {
            GameObject  coolDownBar       = Instantiate(coolDownBarPrefab) as GameObject;
            CoolDownBar coolDownBarScript = coolDownBar.GetComponent <CoolDownBar>();

            coolDownBar.transform.SetParent(transform, false);

            // set the prefab position
            coolDownBar.GetComponent <RectTransform>().offsetMax = new Vector2(0, 150 * (transform.childCount - 1) - 400);

            // init the prefab
            coolDownBarScript.Init(transform.childCount, tag, strength);
        }
    }
Esempio n. 4
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 public void Awake()
 {
     cdBar = GetComponent <CoolDownBar>();
 }